Apollo — God of Prophecy, Healing, Music and the Bow

Hellenic Olympian · Prophecy · Healing · Music · Archery · Plague · Purification · Radiant light
Apollo is one of the most wide-ranging Olympian gods: patron of prophecy and music, divine healer and sender of plague, master archer, purifier and guardian of ordered knowledge. Later tradition strengthens his solar identity, but his oldest power is broader than “sun god”: Apollo reveals, measures, heals and punishes with the same disciplined clarity.
Apollo at a Glance

Worship in the Campaign Present
Apollo is not merely a figure from a vanished age. The Pythia still speaks at Delphi, ships still bring offerings to Delos, and communities that fear fever or a failed harvest seek the god who can both send affliction and end it. His shrines are places of demanding work: musicians rehearse for sacred contests, petitioners undergo purification, and priests question a visitor before allowing a prophecy to be sought.
A city in the grip of disease may need Apollo’s favour, but a healing rite cannot excuse contaminated wells, neglected burial customs or a ruler who has concealed a crime. Nor is every prophetic answer a command. The danger lies in officials presenting their interpretation as the god’s unquestionable will.
The bow, laurel, lyre and prophetic tripod mark different duties rather than interchangeable decoration. A shrine beside an archery ground will not behave like a Delphic oracle, and the healers attached to an Apolline sanctuary may quarrel with its political patrons. Apollo values skill; he is also capable of dreadful anger when insulted.
Divine Mechanics
Encounter role: Greater-deity ranged controller / healer. Each edition is standalone; use only the tab for your ruleset. Divine portfolios describe Apollo’s authority over prophecy, healing, plague, music, archery and purification; they are not spell names. Each tab distinguishes Apollo’s own magic from the spell lists associated with clerics who worship him. Light, Life and Knowledge are mechanical cleric traditions, not additional gods or separate mythological portfolios.
Apollo, Greater Deity — Medium Celestial, Lawful Neutral; suggested CR 33.
| Armor Class | 27 | Hit Points | 650 |
|---|---|---|---|
| Speed | 60 ft. | Proficiency Bonus | +9 |
| STR | 24 (+7) | DEX | 30 (+10) |
| CON | 28 (+9) | INT | 30 (+10) |
| WIS | 30 (+10) | CHA | 30 (+10) |
Saving Throws Dex +19, Con +18, Int +19, Wis +19, Cha +19. Damage Resistances fire, psychic. Damage Immunities radiant, poison; bludgeoning, piercing and slashing from nonmagical attacks. Condition Immunities charmed, frightened, poisoned. Senses truesight 300 ft., passive Perception 29. Languages all languages he chooses, telepathy 300 ft.
Legendary Resistance (5/Day). If Apollo fails a saving throw, he can choose to succeed instead.
God of Clear Sight. Apollo cannot be surprised, sees through magical darkness and illusions of 8th level or lower, and knows when a creature within 120 feet knowingly speaks a direct falsehood to him.
Healing and Plague. Whenever Apollo deals radiant damage, he may instead cause one willing creature within 60 feet to regain the same number of hit points. A creature can benefit from this substitution only once per round.
Multiattack. Apollo makes four Far-Shooting Bow attacks: +19 to hit, range 300/1,200 ft.; 24 (3d10 + 8) piercing plus 22 (4d10) radiant damage.
Oracle’s Sentence (Recharge 5–6). Apollo names one outcome for a creature he can see within 180 feet: advance, retreat, silence or stand. The target makes a DC 27 Wisdom saving throw. On a failure, it must obey that simple condition until the end of its next turn and takes 36 (8d8) psychic damage. On a success, it takes half damage and ignores the command.
Hymn of Restoration (1/Day). Apollo plays or sings for 1 minute. At the start of each of his turns, allies of his choice within 120 feet regain 20 hit points and may end one of the Charmed, Frightened or Poisoned conditions affecting them.
Mythic Trait — The Oracle Was Not Finished. The first time Apollo is reduced to 0 hit points, he instead regains 325 hit points. He immediately reveals the position of every hostile creature within 300 feet, even if hidden or invisible, and makes one Far-Shooting Bow attack against up to three of them.
Divine Spellcasting — Full Access (2024)
Apollo’s own magic: 2024 original greater-deity rules. This is Apollo’s complete available spell repertoire for this statblock: the 2024 Cleric spell list plus his Light, Life, prophetic Knowledge, music and archery portfolio additions. Spells shown here are available to Apollo himself, not automatically granted to worshippers. Wisdom is his casting ability (spell save DC 27, +19 to hit with spell attacks); he needs no material components. He casts using the listed spell’s ordinary Magic action, range, duration and concentration requirements unless a divine feature explicitly changes them. Cantrips and levels 1–5: at will. Levels 6–7: 3/day each. Levels 8–9: 1/day each. No prepared-spell limit or conventional spell slots apply to this original greater deity.
| Spell level | Every spell available to Apollo |
|---|---|
| Cantrips | Guidance; Light; Mending; Resistance; Sacred Flame; Spare the Dying; Thaumaturgy; Vicious Mockery |
| Level 1 | Bane; Bless; Burning Hands; Command; Create or Destroy Water; Cure Wounds; Detect Evil and Good; Detect Magic; Detect Poison and Disease; Faerie Fire; Guiding Bolt; Healing Word; Identify; Inflict Wounds; Protection from Evil and Good; Purify Food and Drink; Sanctuary; Shield of Faith |
| Level 2 | Aid; Augury; Blindness/Deafness; Calm Emotions; Continual Flame; Detect Thoughts; Enhance Ability; Find Traps; Gentle Repose; Hold Person; Lesser Restoration; Locate Object; Prayer of Healing; Protection from Poison; Scorching Ray; See Invisibility; Silence; Spiritual Weapon; Suggestion; Warding Bond; Zone of Truth |
| Level 3 | Animate Dead; Beacon of Hope; Bestow Curse; Clairvoyance; Create Food and Water; Daylight; Dispel Magic; Fireball; Glyph of Warding; Magic Circle; Mass Healing Word; Meld into Stone; Nondetection; Protection from Energy; Remove Curse; Revivify; Sending; Speak with Dead; Spirit Guardians; Tongues; Water Walk |
| Level 4 | Arcane Eye; Aura of Life; Banishment; Confusion; Control Water; Death Ward; Divination; Freedom of Movement; Guardian of Faith; Locate Creature; Stone Shape; Wall of Fire |
| Level 5 | Commune; Contagion; Dispel Evil and Good; Flame Strike; Geas; Greater Restoration; Hallow; Insect Plague; Legend Lore; Mass Cure Wounds; Planar Binding; Raise Dead; Scrying |
| Level 6 | Blade Barrier; Create Undead; Find the Path; Forbiddance; Harm; Heal; Heroes’ Feast; Planar Ally; Sunbeam; True Seeing; Word of Recall |
| Level 7 | Conjure Celestial; Divine Word; Etherealness; Fire Storm; Plane Shift; Regenerate; Resurrection; Symbol |
| Level 8 | Antimagic Field; Control Weather; Earthquake; Holy Aura; Sunburst |
| Level 9 | Astral Projection; Foresight; Gate; Mass Heal; Power Word Heal; True Resurrection |
123 named spell options across cantrips and spell levels 1–9. His divine portfolios remain prophecy, healing, purification, plague, archery and music; they do not constitute a class subclass. Clerics follow their own class and domain spell-access rules.
Bonus Actions
Laurel Step. Apollo teleports up to 60 feet to an unoccupied space he can see. His departure point glows with bright light until the start of his next turn.
Reactions
Foreknown Strike. When a creature Apollo can see hits a creature within 120 feet with an attack, he imposes a -5 penalty on the attack roll, potentially turning that hit into a miss.
Legendary Actions
Apollo has 3 legendary actions, regained at the start of his turn. He uses one option immediately after another creature’s turn.
- Move. Move up to half Speed without provoking Opportunity Attacks.
- Bow. Make one Far-Shooting Bow attack.
- Healing Refrain (Costs 2). An ally within 90 feet regains 33 (6d10) Hit Points and can immediately repeat a saving throw against Charmed, Frightened or Poisoned.
Clergy are distinct: Apollo’s worshippers may follow Light, Life or Knowledge traditions in this edition; their prepared subclass spell rules belong to those clerics, not to Apollo’s unrestricted divine casting above.
Apollo — D&D 5e / 2014
Medium celestial (greater deity), lawful neutral · CR 33 (original epic encounter, not an official published statblock).
Armor Class 27 (divine protection) · Hit Points 675 (50d8 + 450) · Speed 50 ft., fly 90 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 30 (+10) | 28 (+9) | 30 (+10) | 32 (+11) | 30 (+10) |
Saving Throws Dex +19, Con +18, Int +19, Wis +20, Cha +19. Skills Insight +20, Medicine +20, Perception +20, Performance +19, Religion +19. Damage Resistances fire, psychic. Damage Immunities poison, radiant, bludgeoning/piercing/slashing from nonmagical attacks. Condition Immunities charmed, frightened, poisoned. Senses truesight 240 ft., passive Perception 30. Languages all, telepathy 240 ft.
Traits
Legendary Resistance (5/Day). If Apollo fails a saving throw, he may succeed instead. Magic Resistance. Apollo has advantage on saving throws against spells and magical effects. Far-Sight. Apollo sees through magical darkness, and knows when a creature within 120 feet knowingly tells him a direct lie.
Divine Spellcasting — Full Access (2014)
Apollo’s own magic: 2014 original greater-deity rules. This is Apollo’s complete spell repertoire in this edition: its Cleric spell list plus Light, Life, Knowledge, music, prophecy and archery spells that his divine nature grants him. These are his own powers, not a cleric’s domain-spell slots. Wisdom is his casting ability (spell save DC 28, +20 to hit with spell attacks); he needs no material components. He casts using the listed spell’s ordinary action, range, duration and concentration requirements unless a divine feature explicitly changes them. Cantrips and levels 1–5: at will. Levels 6–7: 3/day each. Levels 8–9: 1/day each. No prepared-spell limit or conventional spell slots apply to this original greater deity.
| Spell level | Every spell available to Apollo |
|---|---|
| Cantrips | Guidance; Light; Mending; Resistance; Sacred Flame; Spare the Dying; Thaumaturgy; Vicious Mockery |
| Level 1 | Bane; Bless; Burning Hands; Command; Create or Destroy Water; Cure Wounds; Detect Evil and Good; Detect Magic; Detect Poison and Disease; Faerie Fire; Guiding Bolt; Healing Word; Identify; Inflict Wounds; Protection from Evil and Good; Purify Food and Drink; Sanctuary; Shield of Faith |
| Level 2 | Aid; Augury; Blindness/Deafness; Calm Emotions; Continual Flame; Enhance Ability; Find Traps; Flaming Sphere; Gentle Repose; Hold Person; Lesser Restoration; Locate Object; Prayer of Healing; Protection from Poison; Scorching Ray; Silence; Spiritual Weapon; Suggestion; Warding Bond; Zone of Truth |
| Level 3 | Animate Dead; Beacon of Hope; Bestow Curse; Clairvoyance; Create Food and Water; Daylight; Dispel Magic; Fireball; Glyph of Warding; Magic Circle; Mass Healing Word; Meld into Stone; Nondetection; Protection from Energy; Remove Curse; Revivify; Sending; Speak with Dead; Spirit Guardians; Tongues; Water Walk |
| Level 4 | Arcane Eye; Banishment; Confusion; Control Water; Death Ward; Divination; Freedom of Movement; Guardian of Faith; Locate Creature; Stone Shape; Wall of Fire |
| Level 5 | Commune; Contagion; Dispel Evil and Good; Flame Strike; Geas; Greater Restoration; Hallow; Insect Plague; Legend Lore; Mass Cure Wounds; Planar Binding; Raise Dead; Scrying |
| Level 6 | Blade Barrier; Create Undead; Find the Path; Forbiddance; Harm; Heal; Heroes’ Feast; Planar Ally; Sunbeam; True Seeing; Word of Recall |
| Level 7 | Conjure Celestial; Divine Word; Etherealness; Fire Storm; Plane Shift; Regenerate; Resurrection; Symbol |
| Level 8 | Antimagic Field; Control Weather; Earthquake; Holy Aura; Sunburst |
| Level 9 | Astral Projection; Foresight; Gate; Mass Heal; Power Word Heal; True Resurrection |
121 named spell options across cantrips and spell levels 1–9. His divine portfolios remain prophecy, healing, purification, plague, archery and music; they do not constitute a class subclass. Clerics follow their own class and domain spell-access rules.
Actions
Multiattack. Apollo makes four attacks with his Silver Bow, or two bow attacks and uses one available at-will spell.
Silver Bow. Ranged Weapon Attack: +19 to hit, range 300/1,200 ft., one target. Hit: 26 (3d10 + 10) piercing plus 18 (4d8) radiant damage. Apollo may replace the radiant portion with necrotic damage when invoking the plague-bearing arrow.
Delphic Pronouncement (Recharge 5–6). One creature Apollo sees within 120 ft. must succeed on a DC 28 Wisdom saving throw or be charmed or frightened (Apollo’s choice) until the end of its next turn, while hearing a brief, truthful but potentially ambiguous prophecy. It takes 27 (6d8) psychic damage on a failure, or half as much on a success.
Reactions
Foreseen Arrow. When a creature within 120 ft. makes an attack roll, Apollo imposes disadvantage on that roll before its outcome is known.
Legendary Actions
Apollo can take 3 legendary actions, one at a time at the end of another creature’s turn, regaining spent actions at the start of his turn.
- Radiant Step. Move up to half his speed without provoking opportunity attacks.
- Silver Bow. Make one Silver Bow attack.
- Healing Paean (Costs 2). One creature Apollo can see within 90 ft. regains 36 (8d8) hit points and may immediately repeat a save against being charmed, frightened or poisoned.
Mythic Return (Once per Encounter)
The first time Apollo reaches 0 hit points, he instead regains 335 hit points, ends conditions on himself and recharges Delphic Pronouncement. His bow attacks shed bright light for 120 ft. until combat ends. This second phase is an original optional epic encounter rule.
Clergy are distinct: Apollo’s worshippers may follow Light, Life or Knowledge traditions in this edition; their prepared subclass spell rules belong to those clerics, not to Apollo’s unrestricted divine casting above.
Apollo — Pathfinder 1e
CR 32 (original epic divine encounter, not an official Pathfinder deity statblock). XP by campaign agreement. LN Medium outsider (extraplanar, lawful); greater deity. Initiative +14; Senses truesight 240 ft., constant true seeing, Perception +55; Aura revelation and purification (60 ft.; see abilities).
Defence
AC 48, touch 39, flat-footed 38 (Dex +10, natural +9, divine +18, deflection +11). hp 920 (40 outsider Hit Dice plus divine resilience). Fort +38, Ref +41, Will +43. DR 20/epic and chaotic; SR 43; Immune disease, poison, charm, fear, blindness and damaging light effects; Resist fire 30, sonic 30.
Offence
Speed 60 ft., fly 120 ft. (perfect). Ranged Far-Shooting Bow +50/+45/+40/+35 (4d8+20 piercing plus 4d6 fire or positive energy, 400-ft. range increment). Special Attacks Oracular Decree, arrows of plague, harmonic restoration.
Divine Spellcasting — Full Access (Pathfinder 1e)
Apollo’s own magic: This is Apollo’s full available spell repertoire in this original Pathfinder 1e greater-deity statblock, including every spell in his Healing, Knowledge and Sun spell progressions and his other healing, prophetic, musical and divine powers. Casting: DC 25 + spell level; caster level 35th; concentration +46; no conventional preparation limit, spell slots or material components. Standard spell actions, ranges, durations and concentration apply except for an explicit divine feature. Orisons and levels 1–5: at will. Levels 6–7: 3/day each. Levels 8–9: 1/day each. Constant: true seeing and detect thoughts. In Pathfinder, discern location remains usable 3/day. Miracle is limited to Apollo’s portfolios; these are original epic-deity rules, not official published statistics.
| Spell level | Every spell available to Apollo |
|---|---|
| Orisons (0) | Create Water; Cure Minor Wounds; Detect Magic; Detect Poison; Guidance; Light; Mending; Purify Food and Drink; Read Magic; Resistance; Stabilize; Virtue |
| Level 1 | Bane; Bless; Command; Comprehend Languages; Cure Light Wounds; Detect Evil; Detect Undead; Divine Favor; Doom; Endure Elements; Obscuring Mist; Protection from Evil; Remove Fear; Sanctuary; Shield of Faith |
| Level 2 | Aid; Augury; Calm Emotions; Cure Moderate Wounds; Delay Poison; Detect Thoughts; Enthrall; Gentle Repose; Heat Metal; Hold Person; Lesser Restoration; Resist Energy; Shield Other; Silence; Sound Burst; Spiritual Weapon; Status; Suggestion; Zone of Truth |
| Level 3 | Bestow Curse; Blindness/Deafness; Contagion; Cure Serious Wounds; Daylight; Dispel Magic; Good Hope; Magic Circle against Evil; Prayer; Protection from Energy; Remove Curse; Remove Disease; Searing Light; Speak with Dead |
| Level 4 | Air Walk; Cure Critical Wounds; Death Ward; Dimensional Anchor; Dismissal; Divination; Fire Shield; Freedom of Movement; Holy Smite; Neutralize Poison; Restoration; Sending; Tongues |
| Level 5 | Atonement; Break Enchantment; Breath of Life; Commune; Flame Strike; Greater Command; Greater Heroism; Hallow; Mass Cure Light Wounds; Raise Dead; Righteous Might; Scrying; True Seeing; Wall of Stone |
| Level 6 | Blade Barrier; Find the Path; Fire Seeds; Forbiddance; Greater Dispel Magic; Harm; Heal; Heroes’ Feast; Mass Cure Moderate Wounds; Planar Ally; Undeath to Death; Word of Recall |
| Level 7 | Destruction; Ethereal Jaunt; Greater Restoration; Greater Scrying; Holy Word; Legend Lore; Mass Cure Serious Wounds; Regenerate; Resurrection; Sunbeam |
| Level 8 | Discern Location; Earthquake; Fire Storm; Greater Planar Ally; Holy Aura; Mass Cure Critical Wounds; Shield of Law; Sunburst |
| Level 9 | Etherealness; Foresight; Gate; Mass Heal; Miracle; Prismatic Sphere; Storm of Vengeance; Summon Monster IX; True Resurrection |
127 named spell options, including all nine spell levels. His divine portfolios are not the bonus domain slots prepared by his clerics.
Statistics
Str 30, Dex 30, Con 30, Int 32, Wis 34, Cha 32; Base Atk +40; CMB +50; CMD 70. Skills Heal +55, Knowledge (religion) +54, Knowledge (history) +54, Perception +55, Perform (string) +54, Sense Motive +55, Spellcraft +54. Languages all mortal languages and celestial speech. Domains Healing, Knowledge, Sun (additional setting domains by approval); favoured weapon longbow.
Divine Powers
Far-Shooting God (Ex). Ignore penalties for five bow range increments and for firing into melee. Divine arrows count as epic and lawful for damage reduction.
Oracular Decree (Su, 3/day). As a standard action Apollo pronounces a truth that one creature within 180 ft. must confront. A DC 37 Will save negates paralysis for 1 round; even a successful save does not make the prophecy false.
Healing and Plague (Su). Apollo chooses whether each bow hit deals its listed extra damage or instead restores that amount to one willing creature within 90 ft. Once each round he may turn a successful bow hit into a disease curse (DC 37 Fortitude; 1d4 Constitution damage and sickened for 1 minute; a successful save negates the curse).
Revelation Aura (Su). Creatures within 60 ft. cannot benefit from ordinary invisibility against Apollo. An ally may attempt a new saving throw against a fear effect when first entering the aura in an encounter.
Clerical domains are separate from Apollo’s spellcasting: his worshippers may choose Healing, Knowledge or Sun under Pathfinder rules. Cleric domain slots do not restrict the god’s own full spell access above.
Apollo — D&D 3.5e
Greater deity, Divine Rank 17 · LN Medium outsider (extraplanar, lawful). Original epic divine encounter; the following game numbers are original and not reproduced from a published deity book. Divine Aura 17 miles, reduced at Apollo’s discretion.
Defence and Movement
Hit Dice 45d8+450 plus 248 divine hit points (900 hp); Initiative +14; Speed 60 ft., fly 120 ft. (perfect); AC 78, touch 48, flat-footed 68 (+10 Dex, +30 natural, +11 deflection, +17 divine). Base Attack +45; Grapple +55. Saves Fort +51, Ref +51, Will +53. Damage Reduction 25/epic and chaotic; Spell Resistance 52. Immune to disease, poison, sleep, paralysis, stunning, death effects and mind-affecting compulsion.
Attacks
Divine Longbow: +77/+72/+67/+62 ranged (4d8+20 piercing plus 4d6 fire or divine light, 400-ft. increment); Full Attack four attacks as above; Space/Reach 5 ft./5 ft.; Special Attacks Divine Archery, Divine Oracle, healing and plague.
Statistics
Str 30, Dex 30, Con 30, Int 32, Wis 34, Cha 32. Skills Heal +60, Knowledge (religion) +59, Knowledge (history) +59, Listen +60, Perform (string instruments) +59, Sense Motive +60, Spot +60, Spellcraft +59. Feats Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Manyshot, Far Shot, Improved Precise Shot, Weapon Focus (longbow), Quicken Spell-Like Ability (cure serious wounds). Portfolio prophecy, healing, music, archery, purification, plague. Domains Healing, Knowledge, Sun. Favoured Weapon longbow.
Divine Spellcasting — Full Access (D&D 3.5e)
Apollo’s own magic: This is Apollo’s full available spell repertoire in this original D&D 3.5e divine-rank-17 statblock: Healing, Knowledge and Sun spells plus other clerical, prophetic, healing, musical and divine magic appropriate to him. Casting: DC 21 + spell level; caster level 35th; no conventional preparation limit, spell slots or material components. Standard spell actions, ranges, durations and concentration apply except for an explicit divine feature. Orisons and levels 1–5: at will. Levels 6–7: 3/day each. Levels 8–9: 1/day each. Constant: true seeing and detect thoughts. In Pathfinder, discern location remains usable 3/day. Miracle is limited to Apollo’s portfolios; these are original epic-deity rules, not official published statistics.
| Spell level | Every spell available to Apollo |
|---|---|
| Orisons (0) | Create Water; Cure Minor Wounds; Detect Magic; Detect Poison; Guidance; Inflict Minor Wounds; Light; Mending; Purify Food and Drink; Read Magic; Resistance; Virtue |
| Level 1 | Bane; Bless; Bless Water; Cause Fear; Command; Comprehend Languages; Cure Light Wounds; Detect Evil; Detect Secret Doors; Detect Undead; Divine Favor; Doom; Endure Elements; Entropic Shield; Obscuring Mist; Protection from Evil; Remove Fear; Sanctuary; Shield of Faith |
| Level 2 | Aid; Augury; Calm Emotions; Cure Moderate Wounds; Delay Poison; Detect Thoughts; Enthrall; Gentle Repose; Heat Metal; Hold Person; Lesser Restoration; Owl’s Wisdom; Resist Energy; Shield Other; Silence; Sound Burst; Spiritual Weapon; Status; Suggestion; Zone of Truth |
| Level 3 | Bestow Curse; Blindness/Deafness; Clairaudience/Clairvoyance; Contagion; Cure Serious Wounds; Daylight; Dispel Magic; Glyph of Warding; Magic Circle against Evil; Prayer; Protection from Energy; Remove Curse; Remove Disease; Searing Light; Speak with Dead |
| Level 4 | Air Walk; Cure Critical Wounds; Death Ward; Dimensional Anchor; Dismissal; Divination; Fire Shield; Freedom of Movement; Holy Smite; Neutralize Poison; Restoration; Sending; Spell Immunity; Tongues |
| Level 5 | Atonement; Break Enchantment; Commune; Flame Strike; Greater Command; Greater Heroism; Hallow; Mass Cure Light Wounds; Raise Dead; Righteous Might; Scrying; True Seeing; Wall of Stone |
| Level 6 | Blade Barrier; Find the Path; Fire Seeds; Forbiddance; Geas/Quest; Harm; Heal; Heroes’ Feast; Mass Cure Moderate Wounds; Planar Ally; Undeath to Death; Wind Walk; Word of Recall |
| Level 7 | Destruction; Ethereal Jaunt; Greater Restoration; Greater Scrying; Holy Word; Legend Lore; Mass Cure Serious Wounds; Regenerate; Resurrection; Sunbeam |
| Level 8 | Discern Location; Earthquake; Fire Storm; Greater Planar Ally; Holy Aura; Mass Cure Critical Wounds; Shield of Law; Sunburst |
| Level 9 | Astral Projection; Etherealness; Foresight; Gate; Mass Heal; Miracle; Prismatic Sphere; Storm of Vengeance; True Resurrection |
134 named spell options, including all nine spell levels. His divine portfolios are not the bonus domain slots prepared by his clerics.
Salient Divine Abilities
Divine Archery. Apollo’s arrows ignore normal range penalties and obstacles short of total cover, and count as epic and lawful for overcoming damage reduction. Divine Inspiration. He grants a musician, poet or diviner a +10 sacred bonus to one skill check once per day. Divine Oracle. He knows when any magical divination names him and can respond or remain silent. Gift of Life. Once per day he restores one recently slain mortal to life as resurrection, unless a superior divine prohibition applies.
Prophetic Clarity (Su). Within 120 feet Apollo knows when an omen or divination has been intentionally falsified. Bow of Plague (Su). Three times per day a bow hit forces a DC 38 Fortitude save or inflicts a divine sickness (1d4 Constitution damage immediately and again after 1 minute); a successful save negates it.
Divine spellcasting: Apollo’s complete encounter repertoire is listed in the Divine Spellcasting table above. Those spells are his own divine magic, not an assumed cleric class progression; salient abilities such as Divine Archery and Gift of Life remain distinct features.
Clergy are distinct: Worshippers of Apollo can select Healing, Knowledge or Sun under D&D 3.5e rules; their domain slots do not limit the god’s own spellcasting.
Prophecy and Delphi
Apollo’s oracle at Delphi turns prophecy into a political force. The Pythia speaks for the sanctuary, but the meaning of her answer may be bitterly disputed. Kings, cities and private petitioners seek answers, but divine truth rarely arrives in the convenient form the questioner wants. An oracle may be perfectly accurate while still leaving mortals responsible for understanding what it means.
For adventurers, Delphi is not a vending machine for spoilers. It is a place where information has ritual, social and political weight.
Healing, Purification and Plague
Apollo heals, purifies and protects from corruption, but the same god can send disease. The apparent contradiction is central to his identity: the power that knows how sickness works is also capable of wielding it.
This makes Apollo especially important after battles, epidemics, supernatural pollution and crimes that require ritual purification rather than simple medical treatment.
Music, Measure and the Lyre
Apollo’s music is not merely entertainment. It embodies proportion, harmony and ordered skill. Poets, musicians and performers invoke him when craft depends on discipline as much as inspiration.
Archery and Distance
Apollo and Artemis share mastery of the bow, but Apollo’s arrows often carry judgement, plague or sudden divine consequence. He is the far-shooter: a god whose punishment can arrive before the offender even sees who loosed the arrow.
Worship in the Living World
Healers, musicians, archers, prophets, scholars and civic delegations all seek Apollo’s favour. Laurel, music, clean water, disciplined performance and careful observance of purification rites are common features of his cult.
His priests often stand between politics and prophecy. A ruler may want an oracle to justify a decision; Apollo’s servants are expected to deliver the answer they receive, not the answer power finds convenient.
What Is Apollo Doing Now?
At Delphi, a succession of petitioners has received the same warning: “Restore what was taken from the spring before the seventh day.” An inscribed bronze tripod was stolen from a lesser sanctuary, but the officials who commissioned the theft insist the object never existed. A fever is now spreading among the households that handled it.
Apollo has not explained whether returning the tripod will cure anyone. His priests disagree over whether the omen demands a public confession, the restoration of a violated shrine or the recovery of something hidden beneath the spring itself. A visiting ruler hopes to purchase a more favourable interpretation, while a healer has begun tracing the disease from house to house without waiting for divine approval.
The party can search for the bronze, protect the falsely accused attendants and keep the outbreak from escaping along the pilgrim roads. Success should depend on evidence, negotiation, purification and treatment—not simply slaying a conveniently placed monster. Apollo may help, but his answer must still be understood and acted upon by mortals.
Divine Relic — The Laurel of Clear Answers
The Laurel of Clear Answers is an original game relic woven from leaves that never brown. Its wearer has advantage on saving throws against illusion and can tell whether a visible written text has been deliberately altered since it was first completed.
Once per week the wearer may ask one question as part of a 10-minute ritual. The answer arrives as a short symbolic vision rather than a sentence and cannot knowingly contain a false image.
Sacred Places and Cult Centres
Delphi is Apollo’s greatest prophetic centre, while Delos preserves the sacred geography of his birth. Other sanctuaries emphasise healing, music, archery or civic protection. A local Apollo cult can therefore feel very different depending on what the community most needs from ordered divine power.
Encounters and Adventure Seeds
- The Stolen Tripod: track a bronze oracle-vessel from Delphi to a governor’s collection. The governor has proof that the original theft was ordered by the temple’s own treasurer.
- Apollo’s Arrow: a town blames a fever on divine anger; a physician suspects poisoned drinking water. A priest asks the party to investigate both possibilities before the town executes its supposed offender.
- The Price of a Song: a celebrated musician claims Apollo granted a victory, but the defeated performer has disappeared. The witnesses disagree about whether the competition was fair and why its rules were changed.
- The Laurel Witness: a grove tied to Daphne shelters a fugitive seeking sanctuary. The pursuers carry legal authority; the grove’s guardians refuse to surrender anyone by force.
Relationships
Artemis: twin sister and fellow archer, sharing protective and liminal roles while ruling a very different divine sphere.
Zeus: father and king of the Olympian order.
Leto: mother whose difficult search for a place to give birth defines the twins’ origin story.
Asclepius: divine son and healer whose medical power develops one of Apollo’s central portfolios.
The Muses: Apollo’s lyre accompanies the Muses, but music belongs to performers and local traditions as well as to the god.
Myths That Shape Apollo
Delos, Delphi and the Dragon
Leto searches for a safe birthplace while Hera’s hostility follows her from shore to shore. Delos finally receives her, and Apollo’s first claims are not to a crown or a throne but to the lyre, the bow and prophecy. The Homeric Hymn to Apollo then follows the god to Pytho below Mount Parnassus. There he kills the destructive dragoness guarding the place, establishes an oracle and recruits Cretan seafarers to serve it. Later tellings name the defeated serpent Python; the hymn’s own details should not be flattened into one supposedly universal version.
The victory is not a licence to forget what stood there before. A Delphic priest can be utterly loyal to Apollo and still respect the danger of old sacred ground, disputed interpretations and prophecies that ruin lives.
The Plague at Troy
In the opening of the Iliad, Agamemnon dishonours Apollo’s priest Chryses. The far-shooting god answers with arrows of disease among the Greek army. The deaths cease only after human leaders restore the captive daughter and make amends. Apollo’s healing and plague are not separate personalities: the same divine authority exposes a wrong that soldiers cannot solve merely by fighting harder.
Music, Cruelty and Loss
In the contest with Marsyas, victory at music does not make Apollo merciful. The satyr’s flaying exposes the terrifying cost of challenging a god. Apollo and Artemis also kill Niobe‘s children after she insults their mother, Leto; worshippers know that divine loyalty to family can be merciless. By contrast, the death of Hyacinthus makes Apollo a grieving lover rather than an untouchable judge. In Ovid’s account of Daphne, the pursued nymph escapes by transformation into a laurel; her fate is not simply a romantic reward for Apollo’s longing.
These stories make him useful in play: a god who inspires artists and heals the sick can still terrify the proud, and a true oracle may deliver an answer its priests wish they had never heard.
Apollo and the Sun
Do not erase Helios, the older divine charioteer of the sun, by treating every ancient reference to Apollo as solar. Phoebus, light and later Roman-era associations bring Apollo increasingly close to the sun’s imagery, but prophecy, archery, music and purification are central to his earlier cult. The same distinction matters when visiting the Roman cult of Apollo: the deity is shared, while worship and civic politics differ.
Apollo in Classical Sculpture

The Apollo Belvedere preserves an idealised classical image of the god: youthful, composed and poised after an action. It is a Roman sculpture, commonly understood as drawing upon a Greek model—not a literal portrait of Apollo, nor proof that every sanctuary represented him in this form. It belongs here as historical visual context alongside the ancient stories; the painted illustrations below depict the campaign’s Apollo.


Explore Apollo’s World
Follow the myths into people, sacred places and rules already found elsewhere in the world. Each connection adds a different part of Apollo’s story.
The Olympians and Apollo’s Family
- The Hellenic PantheonThe wider Olympian order and its rivalries.
- ArtemisHis twin: the hunt, wild places and a second divine archer.
- ZeusFather of Apollo and source of Olympian authority.
- LetoThe twins’ mother and the story of their birth.
- AsclepiusApollo’s healer son, with a very different relationship to mortality.
- The MusesThe creative powers associated with Apollo’s music.
- HeliosThe older sun god, who should not be confused with every aspect of Apollo.
- Roman ApolloRelated worship through Roman civic and healing traditions.
Oracles, Sacred Places and Dangerous Myths
- DelosThe island sacred to Apollo and Artemis’s birth.
- The PythiaMeet the Delphic priestess through whom Apollo’s prophecies are sought.
- Mount ParnassusThe heights overlooking Delphi and its sacred geography.
- PythonThe chthonic dragon linked to the founding of Apollo’s Delphic oracle.
- CassandraA true prophet cursed to go unbelieved: the darker cost of divine revelation.
- NiobeA mortal family’s catastrophe after dishonouring Leto.
- Abaris the HyperboreanApollo’s arrow-bearing northern priest and traveller.
- PhlegyasA mortal enemy remembered for burning Apollo’s temple.
Apollo’s Magic and Playable Rules
- Apollo’s Song of HealingMusic as restorative magic rather than ordinary performance.
- Apollo’s GraceA song-based blessing associated with courage and healing.
- Mark of ApolloA sacred sign bestowed on a willing recipient.
- DaylightThe radiant spell for confronting magical darkness.
- DivinationThe tradition of asking, interpreting and acting upon prophetic knowledge.
- ClericRules for priests, domain choices and class spell preparation.
- Salient Divine AbilitiesEpic divine powers for games beyond ordinary mortal limits.
Sources and Licensing
These accounts draw on distinct Greek and Roman testimonies rather than treating every retelling as one fixed myth. Useful starting points include:
- The Homeric Hymn to Apollo (scholarly commentary) — Delos, Pytho, the dragoness and the coming of the Cretan priests.
- Homer, Iliad, Book 1 — Apollo’s arrows of plague after Chryses is dishonoured.
- Ovid, Metamorphoses, Book 1 — Daphne and the laurel, a Roman poetic version rather than a universal early Greek account.
Edition-specific cleric spells: The 2024 Light and Life lists follow the updated D&D 2024 Cleric changes; the Knowledge list is retained from the 2014 subclass under the 2024 legacy-subclass compatibility rules. Pathfinder Healing, Knowledge and Sun were checked against the Archives of Nethys (Healing), Knowledge and Sun domain records. The D&D 3.5e spell lists follow the 3.5e System Reference Document.
Ancient mythological subjects are not game-publisher property. The numerical deity statblocks, divine relic and adventure situations here are original campaign rules and fiction, not official D&D or Pathfinder deity statistics. The modern paintings are reused from the SpiralWorlds WordPress media library; the classical sculpture reference is retained as historic artwork.
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